#include "dominion.h"
#include "dominion_helpers.h"
#include "rngs.h"
#include <stdio.h>
#include <math.h>
#include <stdlib.h>

int compare(const void* a, const void* b) {
  if (*(int*)a > *(int*)b)
    return 1;
  if (*(int*)a < *(int*)b)
    return -1;
  return 0;
}

struct gameState* newGame() {
  struct gameState* g = malloc(sizeof(struct gameState));
  return g;
}

int* kingdomCards(int k1, int k2, int k3, int k4, int k5, int k6, int k7,
  int k8, int k9, int k10) {
  int* k = malloc(10 * sizeof(int));
  k[0] = k1;
  k[1] = k2;
  k[2] = k3;
  k[3] = k4;
  k[4] = k5;
  k[5] = k6;
  k[6] = k7;
  k[7] = k8;
  k[8] = k9;
  k[9] = k10;
  return k;
}

int initializeGame(int numPlayers, int kingdomCards[10], int randomSeed,
 struct gameState *state) {

  int i;
  int j;
  int it;			
  //set up random number generator
  SelectStream(1);
  PutSeed((long)randomSeed);
  
  //check number of players
  if (numPlayers > MAX_PLAYERS || numPlayers < 2)
  {
    return -1;
  }

  //set number of players
  state->numPlayers = numPlayers;

  //check selected kingdom cards are different
  for (i = 0; i < 10; i++)
  {
    for (j = 0; j < 10; j++)
    {
     if (j != i && kingdomCards[j] == kingdomCards[i])
     {
       return -1;
     }
   }
 }


  //initialize supply
  ///////////////////////////////

  //set number of Curse cards
  if (numPlayers == 2)
  {
    state->supplyCount[curse] = 10;
  }
  else if (numPlayers == 3)
  {
    state->supplyCount[curse] = 20;
  }
  else
  {
    state->supplyCount[curse] = 30;
  }

  //set number of Victory cards
  if (numPlayers == 2)
  {
    state->supplyCount[estate] = 8;
    state->supplyCount[duchy] = 8;
    state->supplyCount[province] = 8;
  }
  else
  {
    state->supplyCount[estate] = 12;
    state->supplyCount[duchy] = 12;
    state->supplyCount[province] = 12;
  }

  //set number of Treasure cards
  state->supplyCount[copper] = 60 - (7 * numPlayers);
  state->supplyCount[silver] = 40;
  state->supplyCount[gold] = 30;

  //set number of Kingdom cards
  for (i = adventurer; i <= treasure_map; i++)       	//loop all cards
  {
    for (j = 0; j < 10; j++)           		//loop chosen cards
    {
      if (kingdomCards[j] == i) 
      {
	      //check if card is a 'Victory' Kingdom card
        if (kingdomCards[j] == great_hall || kingdomCards[j] == gardens)
        {
          if (numPlayers == 2){ 
            state->supplyCount[i] = 8; 
          }
          else{ state->supplyCount[i] = 12; }
        }
        else
        {
          state->supplyCount[i] = 10;
        }
        break;
      }
      else    //card is not in the set choosen for the game
      {
        state->supplyCount[i] = -1;
      }
    }

  }

  ////////////////////////
  //supply intilization complete

  //set player decks
  for (i = 0; i < numPlayers; i++)
  {
    state->deckCount[i] = 0;
    for (j = 0; j < 3; j++)
    {
     state->deck[i][j] = estate;
     state->deckCount[i]++;
    }
      for (j = 3; j < 10; j++)
      {
        state->deck[i][j] = copper;
        state->deckCount[i]++;		
      }
  }

    //shuffle player decks
  for (i = 0; i < numPlayers; i++)
  {
    if ( shuffle(i, state) < 0 )
    {
      return -1;
    }
  }

    //draw player hands
  for (i = 0; i < numPlayers; i++)
  {  
        //initialize hand size to zero
    state->handCount[i] = 0;
    state->discardCount[i] = 0;
        //draw 5 cards
        // for (j = 0; j < 5; j++)
        //	{
        //	  drawCard(i, state);
        //	}
  }

    //set embargo tokens to 0 for all supply piles
  for (i = 0; i <= treasure_map; i++)
  {
    state->embargoTokens[i] = 0;
  }

    //initialize first player's turn
  state->outpostPlayed = 0;
  state->phase = 0;
  state->numActions = 1;
  state->numBuys = 1;
  state->playedCardCount = 0;
  state->whoseTurn = 0;
  state->handCount[state->whoseTurn] = 0;
    //int it; move to top

    //Moved draw cards to here, only drawing at the start of a turn
  for (it = 0; it < 5; it++){
    drawCard(state->whoseTurn, state);
  }

  updateCoins(state->whoseTurn, state, 0);

  return 0;
}

int shuffle(int player, struct gameState *state) {


  int newDeck[MAX_DECK];
  int newDeckPos = 0;
  int card;
  int i;

  if (state->deckCount[player] < 1)
    return -1;
  qsort ((void*)(state->deck[player]), state->deckCount[player], sizeof(int), compare); 
  /* SORT CARDS IN DECK TO ENSURE DETERMINISM! */

  while (state->deckCount[player] > 0) {
    card = floor(Random() * state->deckCount[player]);
    newDeck[newDeckPos] = state->deck[player][card];
    newDeckPos++;
    for (i = card; i < state->deckCount[player]-1; i++) {
      state->deck[player][i] = state->deck[player][i+1];
    }
    state->deckCount[player]--;
  }
  for (i = 0; i < newDeckPos; i++) {
    state->deck[player][i] = newDeck[i];
    state->deckCount[player]++;
  }

  return 0;
}

int playCard(int handPos, int choice1, int choice2, int choice3, struct gameState *state) 
{	
  int card;
  int coin_bonus = 0; 		//tracks coins gain from actions

  //check if it is the right phase
  if (state->phase != 0)
  {
    return -1;
  }

  //check if player has enough actions
  if ( state->numActions < 1 )
  {
    return -1;
  }

  //get card played
  card = handCard(handPos, state);

  //check if selected card is an action
  if ( card < adventurer || card > treasure_map )
  {
    return -1;
  }

  //play card
  if ( cardEffect(card, choice1, choice2, choice3, state, handPos, &coin_bonus) < 0 )
  {
    return -1;
  }

  //reduce number of actions
  state->numActions--;

  //update coins (Treasure cards may be added with card draws)
  updateCoins(state->whoseTurn, state, coin_bonus);

  return 0;
}

int buyCard(int supplyPos, struct gameState *state) {
  int who;
  if (DEBUG){
    printf("Entering buyCard...\n");
  }

  // I don't know what to do about the phase thing.

  who = state->whoseTurn;

  if (state->numBuys < 1){
    if (DEBUG)
      printf("You do not have any buys left\n");
    return -1;
  } else if (supplyCount(supplyPos, state) <1){
    if (DEBUG)
      printf("There are not any of that type of card left\n");
    return -1;
  } else if (state->coins < getCost(supplyPos)){
    if (DEBUG) 
      printf("You do not have enough money to buy that. You have %d coins.\n", state->coins);
    return -1;
  } else {
    state->phase=1;
    //state->supplyCount[supplyPos]--;
    gainCard(supplyPos, state, 0, who); //card goes in discard, this might be wrong.. (2 means goes into hand, 0 goes into discard)

    state->coins = (state->coins) - (getCost(supplyPos));
    state->numBuys--;
    if (DEBUG)
      printf("You bought card number %d for %d coins. You now have %d buys and %d coins.\n", supplyPos, getCost(supplyPos), state->numBuys, state->coins);
  }

  //state->discard[who][state->discardCount[who]] = supplyPos;
  //state->discardCount[who]++;

  return 0;
}

int numHandCards(struct gameState *state) {
  return state->handCount[ whoseTurn(state) ];
}

int handCard(int handPos, struct gameState *state) {
  int currentPlayer = whoseTurn(state);
  return state->hand[currentPlayer][handPos];
}

int supplyCount(int card, struct gameState *state) {
  return state->supplyCount[card];
}

int fullDeckCount(int player, int card, struct gameState *state) {
  int i;
  int count = 0;

  for (i = 0; i < state->deckCount[player]; i++)
  {
    if (state->deck[player][i] == card) count++;
  }

  for (i = 0; i < state->handCount[player]; i++)
  {
    if (state->hand[player][i] == card) count++;
  }

  for (i = 0; i < state->discardCount[player]; i++)
  {
    if (state->discard[player][i] == card) count++;
  }

  return count;
}

int whoseTurn(struct gameState *state) {
  return state->whoseTurn;
}

int endTurn(struct gameState *state) {
  int k;
  int i;
  int currentPlayer = whoseTurn(state);
  
  //Discard hand
  for (i = 0; i < state->handCount[currentPlayer]; i++){
    state->discard[currentPlayer][state->discardCount[currentPlayer]++] = state->hand[currentPlayer][i];//Discard
    state->hand[currentPlayer][i] = -1;//Set card to -1
  }
  state->handCount[currentPlayer] = 0;//Reset hand count

  //Code for determining the player
  if (currentPlayer < (state->numPlayers - 1)){ 
    state->whoseTurn = currentPlayer + 1;//Still safe to increment
  }
  else{
    state->whoseTurn = 0;//Max player has been reached, loop back around to player 1
  }

  state->outpostPlayed = 0;
  state->phase = 0;
  state->numActions = 1;
  state->coins = 0;
  state->numBuys = 1;
  state->playedCardCount = 0;
  state->handCount[state->whoseTurn] = 0;

  //int k; move to top
  //Next player draws hand
  for (k = 0; k < 5; k++){
    drawCard(state->whoseTurn, state);//Draw a card
  }

  //Update money
  updateCoins(state->whoseTurn, state , 0);

  return 0;
}

int isGameOver(struct gameState *state) {
  int i;
  int j;

//if stack of Province cards is empty, the game ends
  if (state->supplyCount[province] == 0)
  {
    return 1;
  }

//if three supply pile are at 0, the game ends
  j = 0;
  for (i = 0; i < 25; i++)
  {
    if (state->supplyCount[i] == 0)
    {
      j++;
    }
  }
  if ( j >= 3)
  {
    return 1;
  }

  return 0;
}

int scoreFor (int player, struct gameState *state) {

  int i;
  int score = 0;
  //score from hand
  for (i = 0; i < state->handCount[player]; i++)
  {
    if (state->hand[player][i] == curse) { score = score - 1; };
    if (state->hand[player][i] == estate) { score = score + 1; };
    if (state->hand[player][i] == duchy) { score = score + 3; };
    if (state->hand[player][i] == province) { score = score + 6; };
    if (state->hand[player][i] == great_hall) { score = score + 1; };
    if (state->hand[player][i] == gardens) { score = score + ( fullDeckCount(player, 0, state) / 10 ); };
  }

  //score from discard
  for (i = 0; i < state->discardCount[player]; i++)
  {
    if (state->discard[player][i] == curse) { score = score - 1; };
    if (state->discard[player][i] == estate) { score = score + 1; };
    if (state->discard[player][i] == duchy) { score = score + 3; };
    if (state->discard[player][i] == province) { score = score + 6; };
    if (state->discard[player][i] == great_hall) { score = score + 1; };
    if (state->discard[player][i] == gardens) { score = score + ( fullDeckCount(player, 0, state) / 10 ); };
  }

  //score from deck
  for (i = 0; i < state->discardCount[player]; i++)
  {
    if (state->deck[player][i] == curse) { score = score - 1; };
    if (state->deck[player][i] == estate) { score = score + 1; };
    if (state->deck[player][i] == duchy) { score = score + 3; };
    if (state->deck[player][i] == province) { score = score + 6; };
    if (state->deck[player][i] == great_hall) { score = score + 1; };
    if (state->deck[player][i] == gardens) { score = score + ( fullDeckCount(player, 0, state) / 10 ); };
  }

  return score;
}

int getWinners(int players[MAX_PLAYERS], struct gameState *state) {
  int i;	
  int j;
  int highScore;
  int currentPlayer;

  //get score for each player
  for (i = 0; i < MAX_PLAYERS; i++)
  {
      //set unused player scores to -9999
    if (i >= state->numPlayers)
    {
      players[i] = -9999;
    }
    else
    {
      players[i] = scoreFor (i, state);
    }
  }

  //find highest score
  j = 0;
  for (i = 0; i < MAX_PLAYERS; i++)
  {
    if (players[i] > players[j])
    {
      j = i;
    }
  }
  highScore = players[j];

  //add 1 to players who had less turns
  currentPlayer = whoseTurn(state);
  for (i = 0; i < MAX_PLAYERS; i++)
  {
    if ( players[i] == highScore && i > currentPlayer )
    {
      players[i]++;
    }
  } 

  //find new highest score
  j = 0;
  for (i = 0; i < MAX_PLAYERS; i++)
  {
    if ( players[i] > players[j] )
    {
      j = i;
    }
  }
  highScore = players[j];

  //set winners in array to 1 and rest to 0
  for (i = 0; i < MAX_PLAYERS; i++)
  {
    if ( players[i] == highScore )
    {
      players[i] = 1;
    }
    else
    {
      players[i] = 0;
    }
  }

  return 0;
}

int drawCard(int player, struct gameState *state)
{	int count;
  int deckCounter;
  if (state->deckCount[player] <= 0){//Deck is empty

    //Step 1 Shuffle the discard pile back into a deck
    int i;
    //Move discard to deck
    for (i = 0; i < state->discardCount[player];i++){
      state->deck[player][i] = state->discard[player][i];
      state->discard[player][i] = -1;
    }

    state->deckCount[player] = state->discardCount[player];
    state->discardCount[player] = 0;//Reset discard

    //Shufffle the deck
    shuffle(player, state);//Shuffle the deck up and make it so that we can draw

    if (DEBUG){//Debug statements
      printf("Deck count now: %d\n", state->deckCount[player]);
    }
    
    state->discardCount[player] = 0;

    //Step 2 Draw Card
    count = state->handCount[player];//Get current player's hand count
    
    if (DEBUG){//Debug statements
      printf("Current hand count: %d\n", count);
    }
    
    deckCounter = state->deckCount[player];//Create a holder for the deck count

    if (deckCounter == 0)
      return -1;

    state->hand[player][count] = state->deck[player][deckCounter - 1];//Add card to hand
    state->deckCount[player]--;
    state->handCount[player]++;//Increment hand count
  }

  else{
    int count = state->handCount[player];//Get current hand count for player
    int deckCounter;
    if (DEBUG){//Debug statements
      printf("Current hand count: %d\n", count);
    }

    deckCounter = state->deckCount[player];//Create holder for the deck count
    state->hand[player][count] = state->deck[player][deckCounter - 1];//Add card to the hand
    state->deckCount[player]--;
    state->handCount[player]++;//Increment hand count
  }

  return 0;
}

int getCost(int cardNumber)
{
  switch( cardNumber ) 
  {
    case curse:
    return 0;
    case estate:
    return 2;
    case duchy:
    return 5;
    case province:
    return 8;
    case copper:
    return 0;
    case silver:
    return 3;
    case gold:
    return 6;
    case adventurer:
    return 6;
    case council_room:
    return 5;
    case feast:
    return 4;
    case gardens:
    return 4;
    case mine:
    return 5;
    case remodel:
    return 4;
    case smithy:
    return 4;
    case village:
    return 3;
    case baron:
    return 4;
    case great_hall:
    return 3;
    case minion:
    return 5;
    case steward:
    return 3;
    case tribute:
    return 5;
    case ambassador:
    return 3;
    case cutpurse:
    return 4;
    case embargo: 
    return 2;
    case outpost:
    return 5;
    case salvager:
    return 4;
    case sea_hag:
    return 4;
    case treasure_map:
    return 4;
  }

  return -1;
}

void zzzadventurercardplay(int drawntreasure, int currentPlayer, int cardDrawn,
  int temphand[MAX_HAND], int z, struct gameState* state) {

	while (drawntreasure < 2) {
		if (state->deckCount[currentPlayer] < 1) {
			//if the deck is empty we need to shuffle discard and add to deck
			shuffle(currentPlayer, state);
		}
		drawCard(currentPlayer, state);
		cardDrawn = state->hand[currentPlayer][state->handCount[currentPlayer]
				- 1]; //top card of hand is most recently drawn card.
		if (cardDrawn == copper || cardDrawn == silver || cardDrawn == gold)
			drawntreasure++;
		else {
			temphand[z] = cardDrawn;
			state->handCount[currentPlayer]--; //this should just remove the top card (the most recently drawn one).
			z++;
		}

    /**************For debugging*****************************/
    // printf("Drawn%d, TreasDrawn%d\n", cardDrawn, drawntreasure);
    // printf("Curr Hand: ");
    // for(int i=0; i < state->handCount[currentPlayer]; i++){
    //   printf("%d, ", state->hand[currentPlayer][i]);
    // }
    // printf("\n");
    /********************************************************/

	}
	while (z - 1 >= 0) {
		state->discard[currentPlayer][state->discardCount[currentPlayer]++] =
				temphand[z - 1]; // discard all cards in play that have been drawn
        z = z - 1;
  }

  /********************for debugging************************/
  // printf("post Hand: ");
  // for(int i=0; i < state->handCount[currentPlayer]; i++){
  //   printf("%d, ", state->hand[currentPlayer][i]);
  // }
  // printf("\n");
  /********************************************************/

}

void zzzconsoleroomcardplay(int i, int currentPlayer, int handPos,
      struct gameState* state) {
  //+4 Cards
  for (i = 0; i < 4; i++) {
    drawCard(currentPlayer, state);
  }
	//+1 Buy
  state->numBuys++;
	//Each other player draws a card
  for (i = 0; i < state->numPlayers; i++) {
    if (i != currentPlayer) {
       drawCard(i, state);
    }
  }
	//put played card in played card pile
  discardCard(handPos, currentPlayer, state, 0);
 }

 void zzzfeastcardplay(int i, int currentPlayer, int temphand[MAX_HAND], int x,
  int choice1, struct gameState* state) {
	//gain card with cost up to 5
	//Backup hand
   for (i = 0; i <= state->handCount[currentPlayer]; i++) {
		temphand[i] = state->hand[currentPlayer][i]; //Backup card
		state->hand[currentPlayer][i] = -1; //Set to nothing
	}
	//Backup hand
	//Update Coins for Buy
	updateCoins(currentPlayer, state, 5);
	x = 1; //Condition to loop on
	while (x == 1) { //Buy one card
		if (supplyCount(choice1, state) <= 0) {
			if (DEBUG)
				printf("None of that card left, sorry!\n");

			if (DEBUG) {
				printf("Cards Left: %d\n", supplyCount(choice1, state));
			}
		} else if (state->coins < getCost(choice1)) {
			printf("That card is too expensive!\n");

			if (DEBUG) {
				printf("Coins: %d < %d\n", state->coins, getCost(choice1));
			}
		} else {

			if (DEBUG) {
				printf("Deck Count: %d\n",
          state->handCount[currentPlayer]
          + state->deckCount[currentPlayer]
          + state->discardCount[currentPlayer]);
			}

			gainCard(choice1, state, 0, currentPlayer); //Gain the card
			x = 0; //No more buying cards

			if (DEBUG) {
				printf("Deck Count: %d\n",
          state->handCount[currentPlayer]
          + state->deckCount[currentPlayer]
          + state->discardCount[currentPlayer]);
			}

		}
	}
	//Reset Hand
	for (i = 0; i <= state->handCount[currentPlayer]; i++) {
		state->hand[currentPlayer][i] = temphand[i];
		temphand[i] = -1;
	}
}

void zzzsmithycardplay(int i, int currentPlayer, int handPos,
  struct gameState* state) {
	//+3 Cards
	for (i = 0; i < 3; i++) {
		drawCard(currentPlayer, state);
	}
	//discard card from hand
	discardCard(handPos, currentPlayer, state, 0);
}

void zzzvilliagecardplay(int currentPlayer, int handPos, struct gameState* state) {
	//+1 Card
	drawCard(currentPlayer, state);
	//+2 Actions
	state->numActions = state->numActions + 2;
	//discard played card from hand
	discardCard(handPos, currentPlayer, state, 0);
}

int zzzremodel(int j, int currentPlayer, int handPos, int choice1, int choice2, struct gameState* state){

  j = state->hand[currentPlayer][choice1];  //store card we will trash

  if ( (getCost(state->hand[currentPlayer][choice1]) + 2) > getCost(choice2) )
  {
    return -1;
  }

  gainCard(choice2, state, 0, currentPlayer);

  //discard card from hand
  discardCard(handPos, currentPlayer, state, 0);

  //discard trashed card
  int i;
  for (i = 0; i < state->handCount[currentPlayer]; i++)
  {
    if (state->hand[currentPlayer][i] == j)
    {
      discardCard(i, currentPlayer, state, 0);      
      break;
    }
  }

  return 0;
}

void zzzbaron(int choice1, int currentPlayer, struct gameState* state){

  state->numBuys++;//Increase buys by 1!
  if (choice1 > 0){//Boolean true or going to discard an estate
    int p = 0;//Iterator for hand!
    int card_not_discarded = 1;//Flag for discard set!
    while(card_not_discarded){
      if (state->hand[currentPlayer][p] == estate){//Found an estate card!
        state->coins += 4;//Add 4 coins to the amount of coins
        state->discard[currentPlayer][state->discardCount[currentPlayer]] = state->hand[currentPlayer][p];
        state->discardCount[currentPlayer]++;
        for (;p < state->handCount[currentPlayer]; p++){
          state->hand[currentPlayer][p] = state->hand[currentPlayer][p+1];
        }
        state->hand[currentPlayer][state->handCount[currentPlayer]] = -1;
        state->handCount[currentPlayer]--;
        card_not_discarded = 0;//Exit the loop
      }
      else if (p > state->handCount[currentPlayer]){
        if(DEBUG) {
          printf("No estate cards in your hand, invalid choice\n");
          printf("Must gain an estate if there are any\n");
        }
        if (supplyCount(estate, state) > 0){
          gainCard(estate, state, 0, currentPlayer);
          state->supplyCount[estate]++;//Decrement estates
          if (supplyCount(estate, state) == 0){
            isGameOver(state);
          }
        }
        card_not_discarded = 0;//Exit the loop
      }

      else{
        p++;//Next card
      }
    }
  }

  else{
    if (supplyCount(estate, state) > 0){
    gainCard(estate, state, 0, currentPlayer);//Gain an estate
    state->supplyCount[estate]++;//Decrement Estates
    if (supplyCount(estate, state) == 0){
      isGameOver(state);
    }
  }
}

}

void zzzcutpurse(int currentPlayer, int handPos, struct gameState* state){
  int i, j, k;

  updateCoins(currentPlayer, state, 2);
  for (i = 0; i < state->numPlayers; i++)
  {
    if (i != currentPlayer)
    {
      for (j = 0; j < state->handCount[i]; j++)
      {
        if (state->hand[i][j] == copper)
        {
          discardCard(i, j, state, 0);
          break;
        }
        if (j == state->handCount[i])
        {
          for (k = 0; k < state->handCount[i]; k++)
          {
            if (DEBUG)
              printf("Player %d reveals card number %d\n", i, state->hand[i][k]);
          } 
          break;
        }   
      }
    }
  }
  //discard played card from hand
  discardCard(handPos, currentPlayer, state, 0);
}

int zzzembargo(int handPos, int currentPlayer, int choice1, struct gameState* state){ 

  state->coins = state->coins + 2;

  //see if selected pile is in play
  if ( state->supplyCount[choice1] == -1 )
  {
    return -1;
  }

  //add embargo token to selected supply pile
  state->embargoTokens[choice1]++;

  //trash card
  discardCard(handPos, currentPlayer, state, 1);    
  return 0;
}

void zzzsea_hag(int currentPlayer, struct gameState* state){
  int i;

  for (i = 0; i < state->numPlayers; i++){
    if (i != currentPlayer){
      state->discard[i][state->discardCount[i]] = state->deck[i][state->deckCount[i]--];          
      state->deckCount[i]--;
      state->discardCount[i]++;
    state->deck[i][state->deckCount[i]--] = curse;//Top card now a curse
  }
}
}

int cardEffect(int card, int choice1, int choice2, int choice3, struct gameState *state, int handPos, int *bonus)
{
  int i;
  int j;
  int k;
  int x;
  int index;
  int currentPlayer = whoseTurn(state);
  int nextPlayer = currentPlayer + 1;

  int tributeRevealedCards[2] = {-1, -1};
  int temphand[MAX_HAND];// moved above the if statement
  int drawntreasure=0;
  int cardDrawn;
  int z = 0;// this is the counter for the temp hand
  if (nextPlayer > (state->numPlayers - 1)){
    nextPlayer = 0;
  }
  

  //uses switch to select card and perform actions
  switch( card ) 
  {
    case adventurer:


    zzzadventurercardplay(drawntreasure, currentPlayer, cardDrawn, temphand, z,
      state);
    return 0;

    case council_room:
      //+4 Cards
    zzzconsoleroomcardplay(i, currentPlayer, handPos, state);
    return 0;

    case feast:
      //gain card with cost up to 5
      //Backup hand
    zzzfeastcardplay(i, currentPlayer, temphand, x, choice1, state);
      //Reset Hand

    return 0;

    case gardens:
    return -1;

    case mine:
      j = state->hand[currentPlayer][choice1];  //store card we will trash

      if (state->hand[currentPlayer][choice1] < copper || state->hand[currentPlayer][choice1] > gold)
      {
       return -1;
      }

      if (choice2 > treasure_map || choice2 < curse)
      {
       return -1;
      }

      if ( (getCost(state->hand[currentPlayer][choice1]) + 3) > getCost(choice2) )
      {
       return -1;
      }

      gainCard(choice2, state, 2, currentPlayer);

      //discard card from hand
      discardCard(handPos, currentPlayer, state, 0);

      //discard trashed card
      for (i = 0; i < state->handCount[currentPlayer]; i++)
      {
        if (state->hand[currentPlayer][i] == j)
        {
          discardCard(i, currentPlayer, state, 0);			
          break;
        }
      }

      return 0;

     case remodel:
      // trash card from hand
      // gain card worth up to +2 more coins than trashed card
     if(zzzremodel(j, currentPlayer, handPos, choice1, choice2, state) == -1){
        return -1;
      }
      return 0;

    case smithy:
      //+3 Cards
    zzzsmithycardplay(i, currentPlayer, handPos, state);
    return 0;

    case village:
      //+1 Card
    zzzvilliagecardplay(currentPlayer, handPos, state);
    return 0;

    case baron:
      // discard estate card and get +4 coin otherwise gain estate card
    zzzbaron(choice1, currentPlayer, state);
    return 0;

    case great_hall:
      //+1 Card
    drawCard(currentPlayer, state);

      //+1 Actions
    state->numActions++;

      //discard card from hand
    discardCard(handPos, currentPlayer, state, 0);
    return 0;

    case minion:
    //+1 action
    state->numActions++;

    //discard card from hand
    discardCard(handPos, currentPlayer, state, 0);

    if (choice1)		//+2 coins
    {
     state->coins = state->coins + 2;
    }

    else if (choice2)		//discard hand, redraw 4, other players with 5+ cards discard hand and draw 4
    {
      //discard hand
      while(numHandCards(state) > 0)
      {
        discardCard(handPos, currentPlayer, state, 0);
      }

      //draw 4
     for (i = 0; i < 4; i++)
      {
        drawCard(currentPlayer, state);
      }

       //other players discard hand and redraw if hand size > 4
      for (i = 0; i < state->numPlayers; i++)
      {
        if (i != currentPlayer)
        {
          if ( state->handCount[i] > 4 )
          {
		        //discard hand
            while( state->handCount[i] > 0 )
            {
              discardCard(handPos, i, state, 0);
            }

		        //draw 4
            for (j = 0; j < 4; j++)
            {
              drawCard(i, state);
            }
          }
        }
      }
    }
    return 0;

   case steward:
     if (choice1 == 1)
     {
  	  //+2 cards
       drawCard(currentPlayer, state);
       drawCard(currentPlayer, state);
     }
     else if (choice1 == 2)
     {
  	  //+2 coins
       state->coins = state->coins + 2;
     }
     else
     {
  	  //trash 2 cards in hand
       discardCard(choice2, currentPlayer, state, 1);
       discardCard(choice3, currentPlayer, state, 1);
     }

        //discard card from hand
     discardCard(handPos, currentPlayer, state, 0);
     return 0;

   case tribute:
   if ((state->discardCount[nextPlayer] + state->deckCount[nextPlayer]) <= 1){
     if (state->deckCount[nextPlayer] > 0){
       tributeRevealedCards[0] = state->deck[nextPlayer][state->deckCount[nextPlayer]-1];
       state->deckCount[nextPlayer]--;
     }
     else if (state->discardCount[nextPlayer] > 0){
       tributeRevealedCards[0] = state->discard[nextPlayer][state->discardCount[nextPlayer]-1];
       state->discardCount[nextPlayer]--;
     }
     else{
	  //No Card to Reveal
       if (DEBUG){
         printf("No cards to reveal\n");
       }
     }
   }

   else{
     if (state->deckCount[nextPlayer] == 0){
       for (i = 0; i < state->discardCount[nextPlayer]; i++){
	    state->deck[nextPlayer][i] = state->discard[nextPlayer][i];//Move to deck
	    state->deckCount[nextPlayer]++;
	    state->discard[nextPlayer][i] = -1;
	    state->discardCount[nextPlayer]--;
	  }

	  shuffle(nextPlayer,state);//Shuffle the deck
	} 
	tributeRevealedCards[0] = state->deck[nextPlayer][state->deckCount[nextPlayer]-1];
	state->deck[nextPlayer][state->deckCount[nextPlayer]--] = -1;
	state->deckCount[nextPlayer]--;
	tributeRevealedCards[1] = state->deck[nextPlayer][state->deckCount[nextPlayer]-1];
	state->deck[nextPlayer][state->deckCount[nextPlayer]--] = -1;
	state->deckCount[nextPlayer]--;
}    

      if (tributeRevealedCards[0] == tributeRevealedCards[1]){//If we have a duplicate card, just drop one 
       state->playedCards[state->playedCardCount] = tributeRevealedCards[1];
       state->playedCardCount++;
       tributeRevealedCards[1] = -1;
     }

     for (i = 0; i <= 2; i ++){
	if (tributeRevealedCards[i] == copper || tributeRevealedCards[i] == silver || tributeRevealedCards[i] == gold){//Treasure cards
   state->coins += 2;
 }

	else if (tributeRevealedCards[i] == estate || tributeRevealedCards[i] == duchy || tributeRevealedCards[i] == province || tributeRevealedCards[i] == gardens || tributeRevealedCards[i] == great_hall){//Victory Card Found
   drawCard(currentPlayer, state);
   drawCard(currentPlayer, state);
 }
	else{//Action Card
   state->numActions = state->numActions + 2;
 }
}

return 0;

case ambassador:
      j = 0;		//used to check if player has enough cards to discard

      if (choice2 > 2 || choice2 < 0)
      {
       return -1;				
     }

     if (choice1 == handPos)
     {
       return -1;
     }

     for (i = 0; i < state->handCount[currentPlayer]; i++)
     {
       if (i != handPos && i == state->hand[currentPlayer][choice1] && i != choice1)
       {
         j++;
       }
     }
     if (j < choice2)
     {
       return -1;				
     }

     if (DEBUG) 
       printf("Player %d reveals card number: %d\n", currentPlayer, state->hand[currentPlayer][choice1]);

      //increase supply count for choosen card by amount being discarded
     state->supplyCount[state->hand[currentPlayer][choice1]] += choice2;

      //each other player gains a copy of revealed card
     for (i = 0; i < state->numPlayers; i++)
     {
       if (i != currentPlayer)
       {
         gainCard(state->hand[currentPlayer][choice1], state, 0, i);
       }
     }

      //discard played card from hand
     discardCard(handPos, currentPlayer, state, 0);			

      //trash copies of cards returned to supply
     for (j = 0; j < choice2; j++)
     {
       for (i = 0; i < state->handCount[currentPlayer]; i++)
       {
         if (state->hand[currentPlayer][i] == state->hand[currentPlayer][choice1])
         {
          discardCard(i, currentPlayer, state, 1);
          break;
        }
      }
    }			

    return 0;

    case cutpurse:
      // +2 coin
      // each player discards a copper card (or reveals a hand with no copper)
    zzzcutpurse(currentPlayer, handPos, state);
    return 0;


    case embargo: 
      //+2 Coins
    if(zzzembargo(handPos, currentPlayer, choice1, state) == -1){
      return -1;
    }	
    return 0;

    case outpost:
      //set outpost flag
    state->outpostPlayed++;

      //discard card
    discardCard(handPos, currentPlayer, state, 0);
    return 0;

    case salvager:
      //+1 buy
    state->numBuys++;

    if (choice1)
    {
	  //gain coins equal to trashed card
     state->coins = state->coins + getCost( handCard(choice1, state) );
	  //trash card
     discardCard(choice1, currentPlayer, state, 1);	
   }

      //discard card
   discardCard(handPos, currentPlayer, state, 0);
   return 0;

   case sea_hag:
      // each other player discards the top card of his deck,
      // then gains a curse card, putting it on top of his deck.
   zzzsea_hag(currentPlayer, state);
   return 0;

   case treasure_map:
      //search hand for another treasure_map
   index = -1;
   for (i = 0; i < state->handCount[currentPlayer]; i++)
   {
     if (state->hand[currentPlayer][i] == treasure_map && i != handPos)
     {
       index = i;
       break;
     }
   }
   if (index > -1)
   {
	  //trash both treasure cards
     discardCard(handPos, currentPlayer, state, 1);
     discardCard(index, currentPlayer, state, 1);

	  //gain 4 Gold cards
     for (i = 0; i < 4; i++)
     {
       gainCard(gold, state, 1, currentPlayer);
     }

	  //return success
     return 1;
   }

      //no second treasure_map found in hand
   return -1;
 }

 return -1;
}

int discardCard(int handPos, int currentPlayer, struct gameState *state, int trashFlag)
{
	
  //if card is not trashed, added to Played pile 
  if (trashFlag < 1)
  {
      //add card to played pile
    state->playedCards[state->playedCardCount] = state->hand[currentPlayer][handPos]; 
    state->playedCardCount++;
  }

  //set played card to -1
  state->hand[currentPlayer][handPos] = -1;

  //remove card from player's hand
  if ( handPos == (state->handCount[currentPlayer] - 1) ) 	//last card in hand array is played
  {
      //reduce number of cards in hand
    state->handCount[currentPlayer]--;
  }
  else if ( state->handCount[currentPlayer] == 1 ) //only one card in hand
  {
      //reduce number of cards in hand
    state->handCount[currentPlayer]--;
  }
  else 	
  {
      //replace discarded card with last card in hand
    state->hand[currentPlayer][handPos] = state->hand[currentPlayer][ (state->handCount[currentPlayer] - 1)];
      //set last card to -1
    state->hand[currentPlayer][state->handCount[currentPlayer] - 1] = -1;
      //reduce number of cards in hand
    state->handCount[currentPlayer]--;
  }

  return 0;
}

int gainCard(int supplyPos, struct gameState *state, int toFlag, int player)
{
  //Note: supplyPos is enum of choosen card
	
  //check if supply pile is empty (0) or card is not used in game (-1)
  if ( supplyCount(supplyPos, state) < 1 )
  {
    return -1;
  }

  //added card for [whoseTurn] current player:
  // toFlag = 0 : add to discard
  // toFlag = 1 : add to deck
  // toFlag = 2 : add to hand

  if (toFlag == 1)
  {
    state->deck[ player ][ state->deckCount[player] ] = supplyPos;
    state->deckCount[player]++;
  }
  else if (toFlag == 2)
  {
    state->hand[ player ][ state->handCount[player] ] = supplyPos;
    state->handCount[player]++;
  }
  else
  {
    state->discard[player][ state->discardCount[player] ] = supplyPos;
    state->discardCount[player]++;
  }

  //decrease number in supply pile
  state->supplyCount[supplyPos]--;

  return 0;
}

int updateCoins(int player, struct gameState *state, int bonus)
{
  int i;

  //reset coin count
  state->coins = 0;

  //add coins for each Treasure card in player's hand
  for (i = 0; i < state->handCount[player]; i++)
  {
    if (state->hand[player][i] == copper)
    {
     state->coins += 1;
   }
   else if (state->hand[player][i] == silver)
   {
     state->coins += 2;
   }
   else if (state->hand[player][i] == gold)
   {
     state->coins += 3;
   }	
 }	

  //add bonus
 state->coins += bonus;

 return 0;
}


//end of dominion.c


